Added: D3D11 project
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#include "Material.h"
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#include "Utilities.h"
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UINT Material::init(ID3D11Device* pD3DDevice, LPCWSTR textureFileName)
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{
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UINT error = 0;
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error = createVertexShader(pD3DDevice);
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CheckError(error);
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error = createPixelShader(pD3DDevice);
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CheckError(error);
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error = createMatrixBuffer(pD3DDevice);
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CheckError(error);
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error = createTextureAndSamplerState(pD3DDevice, textureFileName);
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CheckError(error);
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return 0;
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}
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void Material::render(ID3D11DeviceContext* pD3DDeviceContext)
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{
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}
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void Material::deInit()
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{
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}
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void Material::setMatrixBuffer(ID3D11DeviceContext* pD3DDeviceContext, const XMFLOAT4X4& worldMatrix, const XMFLOAT4X4& viewMatrix, const XMFLOAT4X4& projectionMatrix)
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{
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}
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UINT Material::createVertexShader(ID3D11Device* pD3DDevice)
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{
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return 0;
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}
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UINT Material::createPixelShader(ID3D11Device* pD3DDevice)
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{
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return 0;
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}
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UINT Material::createInputLayout(ID3D11Device* pD3DDevice, ID3DBlob* pCompiledVertexShaderCode)
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{
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return 0;
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}
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UINT Material::createMatrixBuffer(ID3D11Device* pD3DDevice)
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{
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return 0;
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}
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UINT Material::createTextureAndSamplerState(ID3D11Device* pD3DDevice, LPCWSTR textureFileName)
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{
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return 0;
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}
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